2019 Realities360 Sessions
The 2019 Realities360 program delivers over 50 sessions covering the critical topics that will help you develop new skills, strategies, and expertise within the AR/VR world.
Looking for Hands-On Sessions?
Hands-On Learning BYOD (Bring Your Own Device) takes AR/VR solutions beyond theory and into practical application. In these sessions, you will bring your mobile device or laptop, with the software being discussed installed. You'll have the unique opportunity to apply new techniques right then and there, following along step-by-step with an instructor.
Sessions in AR & VR Track
Emergent technologies such as AR, VR, MR, and AI are changing the way the world does business, and that includes training. The high velocity of business processes and tasks require on-demand information and tech-enabled solutions that support the workforce and its unique needs. How does today's learning and development department stay ahead of the changes and take advantage of the unprecedented capabilities of new technology? Do the roles and responsibilities of L&D need to be re-imagined and restructured to equip an ever-changing training landscape?Read More
Immersive technology can be alluring. It is a fresh canvas waiting for you to explore. However, just because it is exciting and new doesn't mean it is the right modality for your learners, the right fit for your team, or the best outcome for your organization. Are you considering AR/VR technology because it is novel and might grab some attention? Or is this a necessary tool with which you can finally fully explore subject matter in greater depth?Read More
Immersive reality is cool and mysterious, but faculty often have difficulty seeing how to tie the use of it into learning objectives. Additionally, the vast technology associated with it seems out of range for the classroom. So how do you incorporate what is often a singular experience into a classroom opportunity? More importantly, how do you engage students as content creators? This session will address the pilot experiments and result of a multidisciplinary classroom approach using virtual reality, 360-video, and Google Expedition into coursework. The results speak volumes to where this is going.Read More
How does the largest employer on the planet, Walmart, attract and develop a new generation of managers who have spent more time playing games than they have in the classroom? How does Fortune 200 healthcare leader DaVita train a global organization to see the world through the customers’ eyes? How do some of the world's largest companies create realistic rehearsal environments to teach technical skills? How do you deploy VR solutions at scale in a large enterprise, safely integrated with legacy LMSs and LRSs?Read More
Enterprise adoption of virtual reality is gaining traction. This is particularly true for L&D organizations tasked to provide training for complex, large-scale operations, often in remote locations. However, the cost, timeline, and deployment challenges may hinder implementation, and the speed of development in the immersive technology sector can overwhelm those looking to take the first steps. Where do you begin?Read More
Imagine designing a VR experience that enables the learner to explore a 3-D world; practicing, succeeding, failing, and learning along the way. Imagine also that this passes your IT department’s security requirements and produces tons of data that is all nicely organized and presented in analytical charts that actually provide meaningful results. Designing an engaging VR experience in the headset is the "easiest" part of the solution. How do you implement and deploy in your corporate environment? How do you safely deploy content behind the firewall? Moreover, how do you connect the data from a learner's experience in the headset to the LMS? How do you implement xAPI and a LRS to gain the full spectrum of data? We'll outline how to do so.Read More
While it’s become easier to find strong use cases for immersive technologies like AR and VR, it’s still a challenge to go one step further and build solid business cases for this technology. Like every industry, the education and training fields are looking for business models for adopting immersive technologies that make sense for our needs. But what should be the focus for building a business case in education and training: learning outcomes, learning engagement, both, or something else? What details do we need to build a strong business case for investing in these immersive technologies in our field?Read More
Kaiser Permanente's Health Plan Workforce Development (HPWD) group, which is always striving to bring leading-edge technology to its learning solutions, believed that AR and VR delivery would be especially important in engaging and retaining younger workers over the next several years. But with its finite resources, HPWD needed to figure out how these technologies could be used most effectively. Of HPWD's many learning audiences (ranging from sales and marketing to underwriting and product support) and their disparate learning needs, which would truly benefit from AR or VR delivery? And how should initial, proof-of-concept forays into these technologies be targeted?Read More
When facilitating a simulation-based activity, do you sometimes hear participants say, "Yeah, but in the real world, I would do this…"? How real do you need to get with AR, VR, and screen-based simulation activities? In our world of emergency nursing students, realism is critical to meeting the learning outcomes of the program. In order to increase competence and confidence, our emergency nursing students need to be exposed to a multitude of patient cases in simulation form. So which simulation modality (AR/VR/screen-based) provided the most realism and was the most practical—in terms of design, development, and delivery— for on-campus and distance students?Read More
In California, a fifth grade teacher encourages his students to roam a museum freely. No problem: it's an augmented reality learning experience. In Texas, a teacher creates an undersea environment where students move through schools of fish identifying flora and fauna, without getting wet. Students do this without buses or chaperones or brown bag lunches. Augmented and virtual reality is already a part of K-12 education. What can we learn from what they’re doing now?Read More